Here is a list of purchasable feats and special abilities. The price is in Primary XP (Experience). Any prerequisites will be listed as well. These feats and special abilities can be purchased in addition to the feats and class abilities you acquire normally. If a feat or special ability overlaps later with something you get due to a level, then something will be worked out at that time.
Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon. Normal: A character without this feat takes the –4 non-proficient penalty when making attacks with archaic weapons. Most of these weapons deal damage by means of a blade or a sharp point. Long swords, Machetes, Rapiers, Hatchets, Spears and Straight Razors are example of archaic weapons.
Improvised Weapon Proficiency
Feat
3,000XP
None
Benefit: The character takes no penalty on attack rolls when using any kind of improvised weapon. Normal: A character without this feat takes the –4 non-proficient penalty when making attacks with improvised weapons. Examples of improvised weapons are chairs, lamps, pipes, etc. Basically any simple object that is typically not used as a weapon.
Last Action 'Point' Hero
Special Ability
10,000XP
Level 12
BAB +4
You may spend TWO action points to take a additional standard or movement action (not both). You may only spend this way once per every other round.
Great Feat of Strength
Special Ability
15,000XP
Level 12
You may spend FOUR action points to add 1d6+1 to your Strength score (not your modifier) for 1d4+1 turns. You can only do this once per game.
Steady Aim
Feat
10,000XP
Level 10, Point Blank Shot,
Precise Shot
With this feat you may add +1 to your Ranged attack roll temporarily for every round you spend your action aiming at one target for a maximum of +5 (+5 = 5 rounds aiming). If you are attacked, you must make a concentration check DC 25 or your aim bonus drops by half, rounded down. If you are pinned, then you lose the whole bonus. Once you begin aiming, you can’t move, even to take a 5-foot step, until after you make you attack, or the benefit of this feat is lost. This feat can work in conjunction with Dead Aim.
Workaholic
Special Ability
20,000XP
Level 10
You may pick an additional special ability from the +3 level Templates under the Occupations-Hobby List on this wiki. You may only do this once. You gain only the ability, not the template. You may not also gain the same ability twice.
Skillz!
Special
750XP
Level 10
You may buy skill points for 750XP per point up to a maximum of 15. These skill points may *not* be used in your Focus Skill. Max ranks still apply.
No-Brainer
Feat
15,000XP
Level 13
If you are successfully hit by a Walker and fail your high/low check, confirming a bite, you get another change at a high/low check to convert the bite to just a scratch (i.e. just HP damage). This applies only to Walkers.
Bookworm
Special Ability
5,000XP
Level 12
Occasionally, you will come across useful reading materials. If you spend the appropriate amount of time reading and studying the material (8hr total stated downtime), you may gain a 1d4 misc. bonus to a specific skill. (For example, you come across a copy of the Paramedic Field Guide book. After studying the book for 2 hours over the course of 4 nights, you feel you understand how to treat injuries better or maybe you have just refreshed your memory well. You now gain a 1d4 misc. bonus to your Treat Injury check). You must actively study the material and state to the GM that you are doing so. Please note, the material essentially becomes unusable to anyone else after you are finished due to marking up the material, frantically studying, making short hand notes and general damage to the material (Game balance). Not all material gains you a bonus (magazines, brochures, etc.) You will be told when you find such material. Material will be based on search checks and loot granted and gathering from locations.
Fear Not
Special Ability
2,500XP
Level 13
You've seen some things and some stuff - I wouldn't recommend it. You gain a +1 bonus on Fear checks. You may take this up to 5 times total (+5).Meta-tip: It's getting deep and things are happening, even outside the scope of what your group sees. Fear checks are going to start being a real implemented thing with consequences when failed. (Fear checks involve a Will save. DC is determined by the GM and is based on the situation, creature or scene) After all, it's a scary world out there and it's only getting scarier. Please check the House Rules page for effects on failed Fear checks.
Multishot
Feat
3,000XP
BAB +6, Point Blank Shot, Quick Reload
You may divide up your attack actions in half, rounded up and use the highest of these to fire multiple arrows from a bow or bolts from a crossbow. This feat is only for Bows and Crossbows. For example, if your full attack action is +9/+7/+5/+2/+1 then you may use the +9, +7 and +5 to fire 3 arrow or bolts in a round. The maximum number of arrows or bolts that can fired from full attack action is 4.
Distractor!
Special Ability
4,000XP
5 Ranks in Bluff, Level 12
As a Standard Action, you may make a Bluff check against a target's Sense Motive, if successful, the target is distracted by your actions (however you choose to do so, within reason) for 1 round and all applicable party members may make additional attacks of opportunity (per what the character is allowed) against the target. This does not remove the targets action for that round if they have not taken it yet. This may only be used once per combat by the party. Additional attempts will fail (i.e. this can only be used on an enemy once per combat). Finally, Cleave and Great Cleave feats have no effect on these particular AOOs.
Practiced Dual Wielder
Feat
3,000XP
Two Weapon Fighting, BAB +6
Your penalty for off hand attacks is reduced by half (rounded down).
Ambidextrous Fighter
Feat
3,000XP
Two Weapon Fighting, BAB +6, Practiced Dual Wielder
You take no penalties for attacks done with your off hand or for using two weapons at once.
Super Hit!
Special Ability
20,000XP
Level 15, Augmented Human
Once per combat you may take all your attack actions, add up the damage from the successfully hits and count them as one single, massive attack. Unarmed strike damage, elemental damage or weapons damage stacks on the successfully hits. You must forgo your move action that round. Heroic Surge may not be used that round either, just your standard BAB attacks.
Swift Power!
Special Ability
10,000XP
Level 15, Augmented Human, Applicable Power
Once per day, you can have one power activation treated as a Free Action instead of a Standard Action or a Standard Action instead of a Full Round Action. The power MUST use a Standard Action or Full Round Action to apply. You must also pick the power at the time you take this Special Ability. You do not need to pick the level of the power, just the power. You may take this ability a maximum of two times but they can not be the same power. The only caveat is if a Standard Action is coupled with a direct attack action instead of just activating a power, like what is found with level 7 and up Elemental Powers. This would not give you a free attack. In that case it is meant to limit powerful ranged attacks.
Party Abilities: These abilities may be bought by the party and effect all the PCs. XP used for the purchase of these abilities may be taken and combined from multiple people.
Name
Type
Cost
Prerequisite
Description
XP Exchange Level 1
Special Ability
20,000XP
None
Players may now give one another XP from their own XP pool. You're short 500xp? Ask another player for it! This may only be done for Primary XP that is used for leveling.
Secondary XP Pool (PURCHASED)
Special Ability
40,000XP
None
This ability will unlock a Secondary XP pool that can be used at a later date. Secondary XP may NOT be used to level your character. Primary XP is used for that. The benefit of gaining this power sooner rather than later, is that the sooner you do it, the more Secondary XP you have when the time comes to use it!
Secondary XP Pool - ENHANCED (PURCHASED)
Special Ability
20,000XP
None
Now that the Secondary XP Pool has been unlocked, why not make it BETTER. With this addition, Secondary XP gain will DOUBLE from 2,500XP every game to 5,000XP every game. Only primary XP may be used to purchase this ability.
Advanced Genetic Mutations (PURCHASED)
Special Ability
40,000XP
See Description
With this ability purchased, this will send your nanites into overdrive, adding to and ripping apart your genetic structure to build the ultimate weapon(s). Essentially, you will gain an additional role from the A power chart at level 14, level 16, level 18 and a special option at level 20. If you bypass a level marker before this ability has been taken, then you forfeit that chance to role at that level.
Genetic Manipulation (PURCHASED)
Special Ability
10,000XP
Augmented Human
With this ability, when you roll for a new power, if you do not like the result you may spend 500XP to roll again. This may be done no more than 2 times per new power roll, for a total of 3 (The initial roll and 2 subsequent rolls). However, you may then select the power you want from that short list.
UPGRAYDD!
Special Ability
10,000XP
Augmented Human
With this ability, when you roll for a new power and the result is a power you currently have, you may choose to have the power you have upgraded by 1 level. This power has the potential of saving XP when powers are at higher levels. If a power is already at max, you may choose to roll again for free. If Genetic Manipulation is purchased, that re-roll would not count toward it's total, obviously.
Secondary Power Chart (PURCHASED)
Special Ability
30,000XP
Augmented Human, Level 14
With this activated, this will open up certain numbers on the power chart to hit a secondary chart for even increased powers. This will be in addition to the power you roll. Rolls are not guaranteed to lead to the secondary power chart, but this will open up the possibility. The starting percentage chance hit the secondary power chart is 10% (i.e. Ten numbers will be selected at random when you roll on the spreadsheet).
Secondary Power Chart Enhanced (PURCHASED)
Special Ability
10,000XP
Secondary Power Chart
This will increase the chance from 10% to 25%. You must roll your chance on the first power roll if doing multiple attempts using Genetic Manipulation on the same power.
Secondary Power Chart Enhanced 2 (PURCHASED)
Special Ability
20,000XP
Secondary Power Chart Enhanced
This will increase the chance from 25% to 50%. This is the max cap. You must roll your chance on the first power roll if doing multiple attempts using Genetic Manipulation on the same power.
Secondary Power Chart Manipulation! (PURCHASED)
Special Ability
20,000XP
Secondary Power Chart Enhanced 2
With this ability, when/if you roll on the Secondary Power Chart, if you do not like the result you may spend 1000XP to roll again. This may be done no more than 1 additional time per Secondary Power Chart roll, for a total of 2 times (The initial roll and 1 subsequent roll). You may then select which one you want from that short list.
Party Powers: These powers may be bought by the party and effect all the PCs. XP used for the purchase of these abilities may be taken and combined from multiple people.
Name
Type
Cost
Prerequisite
Description
Mega Damage - Personal
Special Power
100,000XP
Level 20, Augmented Human
When you roll a critical hit, such as a Natural 20, on a successfully attack against one single target during melee or ranged combat, you add up the damage and apply the Crit multiplier as normal. You then roll a d20 once more. If you roll a Natural 20 on the second roll then the damage is treated as "Mega Damage" and is given a times 10 multiplier from the original result. For example, you crit on a ranged attack hitting only one target and do 2 d6 x2 damage. Your 2 d6 roll result is 10, then times 2 for the Critical for a total of 20 damage. You roll a d20 again and roll a Natural 20. It's now considered Mega Damage and the damage result is now automatically increased to 200 damage. Mega Damage can only be applied to attacks done that include the use of an Augmented Human Power.
Mega Damage - Area of Effect
Special Power
50,000XP
Level 20, Augmented Human, Mega Damage - Personal Ability
When rolling for an Area of Effect attack that includes the use of an Augmented Human Power, you roll to hit the square as normal (DC5 unless otherwise noted), you may then roll a d20 again. If you roll a Natural 20 the Area of Effect attack is considered "super charged" and does Mega Damage - Area of Effect. This adds a times 5 multiplier to the damage result within the effected radius. In addition, the Reflex Save DC for half damage increases by +10 from the normal save DC.
To find out ways to gain bonus XP, click HERE.
Normal: A character without this feat takes the –4 non-proficient penalty when making attacks with archaic weapons. Most of these weapons deal damage by means of a blade or a sharp point. Long swords, Machetes, Rapiers, Hatchets, Spears and Straight Razors are example of archaic weapons.
Normal: A character without this feat takes the –4 non-proficient penalty when making attacks with improvised weapons. Examples of improvised weapons are chairs, lamps, pipes, etc. Basically any simple object that is typically not used as a weapon.
BAB +4
Precise Shot
Party Abilities: These abilities may be bought by the party and effect all the PCs. XP used for the purchase of these abilities may be taken and combined from multiple people.
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Party Powers: These powers may be bought by the party and effect all the PCs. XP used for the purchase of these abilities may be taken and combined from multiple people.